I'm not annoyed by the current character select screen, but it is confusing because it seems more relevant for 2014.
Then in practical terms, I guess ZOS hasn't noticed players taking screenshots of their characters in the character select screen. Though it was also an issue with the previous character select screen, the current color filtering pretty much eliminates this practice.
IMO, the character select screen should have no color filtering and ideally would be themed around recent content.
No way to change it, at this time. In the past we have shared this from players to either change the background or change the music, but there are some tech limitations to make that happen currently. But we will share this with the team again just to make sure they know that there is still interest.
No way to change it, at this time. In the past we have shared this from players to either change the background or change the music, but there are some tech limitations to make that happen currently. But we will share this with the team again just to make sure they know that there is still interest.
No way to change it, at this time. In the past we have shared this from players to either change the background or change the music, but there are some tech limitations to make that happen currently. But we will share this with the team again just to make sure they know that there is still interest.
Ishtarknows wrote: »Looks better than the over saturated orange of the previous one. My characters' outfits will not look like they're a different colour in login now.
JiubLeRepenti wrote: »No way to change it, at this time. In the past we have shared this from players to either change the background or change the music, but there are some tech limitations to make that happen currently. But we will share this with the team again just to make sure they know that there is still interest.
Thanks @ZOS_Kevin for this explanation.
Although, I just feel like the "technical limitations" have been an excuse for so many things... At this point, if ZOS plans to keep updating the game and if it remains cost-effective, is it even being considered to switch to a new engine?
No more items in housing, no cloaks, no flying mounts, no cross-gen... I mean... Will we always be confronted with these "technical limitations" for the rest of the game's lifetime?
Because maybe (and I insist on "maybe") these technical limitations are another reason why so many people have been leaving the game in recent years?
JiubLeRepenti wrote: »Thanks @ZOS_Kevin for this explanation.
Although, I just feel like the "technical limitations" have been an excuse for so many things... At this point, if ZOS plans to keep updating the game and if it remains cost-effective, is it even being considered to switch to a new engine?
We want to be able to provide as many options as possible to you (without breaking core design philosophy).
No way to change it, at this time. In the past we have shared this from players to either change the background or change the music, but there are some tech limitations to make that happen currently. But we will share this with the team again just to make sure they know that there is still interest.
There is still plenty of interest. Might I suggest you take a page from ArenaNet? I believe when Janthir Wilds was released we got the option to choose our character select background, or set it to randomize the background when we log in. If ArenaNet of all people can figure it out, Zenimax / Bethesda devs should be able to as well.
While I've never worked on video games, I have worked on banking software implementations, which in many ways is similar to replacing a game's engine in that you're replacing a key component from a complex software ecosystem and migrating data (and other assets in the case of games) to the replacement.To @LadyGP's general point, changing engines is no small feat. It isn't like copying assets and placing them in a new engine and everything will work as is. Totally understand the thought of switching the engine sounds like it will solve problems, but doing that is more or less the equivalent building a whole new game. Even then, there is no miracle engine. All engines come with pros and cons, which the team has to adapt for.
Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
JiubLeRepenti wrote: »Thanks @ZOS_Kevin for this explanation.
Although, I just feel like the "technical limitations" have been an excuse for so many things... At this point, if ZOS plans to keep updating the game and if it remains cost-effective, is it even being considered to switch to a new engine?
Gonna piggyback off of this because I see suggestions like this from time to time and I do think context and scope are required when talking about a new engine. And please bear with me because this might be a bit long and I am not an engineer. First, I want to acknowledge that it is frustrating to hear that a feature wanted is not available currently because of a technical limitation. It is frustrating for us too. We want to be able to provide as many options as possible to you (without breaking core design philosophy).
To @LadyGP's general point, changing engines is no small feat. It isn't like copying assets and placing them in a new engine and everything will work as is. Totally understand the thought of switching the engine sounds like it will solve problems, but doing that is more or less the equivalent building a whole new game. Even then, there is no miracle engine. All engines come with pros and cons, which the team has to adapt for.
Technical limitations can encompass a lot. Some of it is we would need to build out the tech to make x thing happen. Sometimes it's "we could do x thing, but then it could cause y issue to happen and that could impact performance." So it is working around those problems and hopefully finding a good solution. And those things conflict with the biggest enemy of all, time.
Now that being said, the good news is we are working on things to better adapt to some of the limitations. That is why we asked for that list of top pain points and bugs. And Rich recently followed up to note that we are working on some of those asks right now and have several others on the roadmap internally. We are working to see what can be tackled now and problem solve how to tackle other requests down the line. This is always going back to what Matt said in the end of year letter. This is a year of change and the goal is to better meet the wants and needs of you, the player.
Also want to note that when we note a technical limitation, that doesn't mean we won't do it. It just means we can't right this second. We take this feedback to the team and we continue to evaluate on what is possible and when. The list of pain points and bugs is also helpful to narrow down our focus.
Hopefully, this was helpful to provide context around how we think about limitations and the thought around switching game engines. And these issues are not unique to us, but rather part of game development.
dragonlord500 wrote: »I would like to say this.
you could copy the game onto a new engine so the team can get used to it. it would be a special version of the test server but it wont be the same game per-say. that way ESO is on a new engine and after a long time you would be able to easily copy all account data unto the new engine once the devs learn how the new engine works.
thejadefalcon wrote: »We want to be able to provide as many options as possible to you (without breaking core design philosophy).
Can the core design philosophy please include "don't change things that aren't broken"? This problem only started because you randomly started changing the background in Greymoor(?). Before that, nobody cared. This frustration over not providing the features we want is an entirely self-inflicted wound.
Credible_Joe wrote: »dragonlord500 wrote: »I would like to say this.
you could copy the game onto a new engine so the team can get used to it. it would be a special version of the test server but it wont be the same game per-say. that way ESO is on a new engine and after a long time you would be able to easily copy all account data unto the new engine once the devs learn how the new engine works.
There is no copying the game onto a new engine. The engine IS the game. For all practical purposes, there is no separating the game from the engine.
You could do the opposite-- Make a different game with the same engine. But that game would effectively be an ESO reskin with all the flaws and issues currently present.
Over and over again it's explained. Building a new engine, or even just adapting the current game's database to a different engine is the same as asking them to develop an entirely new game from the ground up. And unless you want a moratorium on ESO content for the next 5+ years, that pitch is dead on arrival.
dragonlord500 wrote: »Credible_Joe wrote: »dragonlord500 wrote: »I would like to say this.
you could copy the game onto a new engine so the team can get used to it. it would be a special version of the test server but it wont be the same game per-say. that way ESO is on a new engine and after a long time you would be able to easily copy all account data unto the new engine once the devs learn how the new engine works.
There is no copying the game onto a new engine. The engine IS the game. For all practical purposes, there is no separating the game from the engine.
You could do the opposite-- Make a different game with the same engine. But that game would effectively be an ESO reskin with all the flaws and issues currently present.
Over and over again it's explained. Building a new engine, or even just adapting the current game's database to a different engine is the same as asking them to develop an entirely new game from the ground up. And unless you want a moratorium on ESO content for the next 5+ years, that pitch is dead on arrival.
then how and why is the engine they use soo damn limited? I thought anything can be upgraded with new hardware and such. there's no way it can be a programming limit as that can be upgraded endlessly.
you can pretty much copy everything on your old computer over to a new one when you plug in the hard drive to the new one or sign into your microsoft account and a lot of things is copied over to the new computer as well.
I just dont understand how can it ever be like this...
sans-culottes wrote: »The idea that an engine can be “upgraded endlessly” like hardware is a common misconception, but game engines don’t function the same way as physical components.
A game engine is essentially a massive, interdependent software framework built with a specific set of capabilities and limitations. While some elements can be improved or expanded, the core architecture defines what’s possible.
Think of it like an old house—sure, you can renovate it, upgrade parts of the electrical system, and replace some pipes, but at a certain point, the foundation itself limits what you can do. If you wanted open-concept living but your house was built with essential load-bearing walls, then you’d have to rebuild the house from scratch rather than just “upgrade” the walls away.
ESO’s engine is deeply integrated into every aspect of the game’s systems. Simply “porting it” to a new engine isn’t like swapping a hard drive—it would require reprogramming massive portions of the game from the ground up. That’s why MMOs rarely get full engine replacements; it’s just not feasible without years of redevelopment.